#version 330 core

layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inTexCoord;
layout (location = 2) in mat4 inInstanceMatrix;

out vec2 texCoord;

uniform mat4 view;
uniform mat4 projection;

void main()
{
    gl_Position = projection * view * inInstanceMatrix * vec4(inPos, 1.0);
    texCoord = inTexCoord;
}